Thanks for the information, ValleyBell.

I'll go see if sox has a "nearest neighbor" resampling mode and see what the results sound like at the sample rates you provided.
EDIT: adding "downsample" to the sox command and using the sample rate of 23784 sounds pretty much right.
ValleyBell wrote:
btw, here are the formulae for calculating the intended sample rate (based on my SMPS driver research):
- bass drum, DAC driver rate 0x17
3579545 * 2 / (301 + 26 * (0x17-1)) = 7159090 / 873 = 8201 Hz - snare drum, DAC driver rate 0x01
3579545 * 2 / (301 + 26 * (0x01-1)) = 7159090 / 301 = 23784 Hz
So where does the DAC driver rate come from? I.e. what should I be looking for in order to determine this value?
Also - I know a lot of "magic numbers" come into play in this kind of stuff... Is the 301+26* portion of the above formula constant or does it also vary based on some factor? (If constant for YM2612 at phi=3579545, that's good enough for me)
ValleyBell wrote:
The sample rate of the samples is not consistent on the MegaDrive in most games.
It is more like: play at a certain sample rate for 15 ms, then pause for 1 ms, then play for 15 ms, stop for 1 ms, etc.
This makes the sample a bit noisier as well.
This one is definitely making me "lose sleep" figuring out what I'm going to do to best approximate this. My goal is not perfect accuracy but "good enough" reproduction so that does give me some latitude. The biggest challenge for me is figuring out exactly what to consider as a "trigger" for start/end of a particular clip because simply looking for DAC pointer moves doesn't necessarily mean "new sound," depending on what the original sound engine was doing....
I guess I'll just have to start generating some output and tweaking, etc.